[osg-users] Fwd: [MailServer Notification]Wyle Laboratories, Inc. Attachment Blocking Notification
Hi Mr. Robert, I don't know why the attachment is being blocked in zip format. Is there any other way out. Harash Note: forwarded message attached. - Don't be flakey. Get Yahoo! Mail for Mobile and always stay connected to friends.---BeginMessage--- Per Wyle Laboratories, Inc. network security policy, an e-mail containing an attachment named osgDistortionMod.zip has been blocked and quarantined on 7/5/2007 7:44:06 AM. Message details: Sender: [EMAIL PROTECTED]; Recipient:osg-users@openscenegraph.net; Subject:Re: [osg-users] RenderToTexture Bug? Attachment name:osgDistortionMod.zip ---End Message--- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] New OSG website ideas
Hi Martin, I have a suggestion for the osg-users mail archives. Presently if I am not wrong, the mail archives are maintained monthwise and for a particular month we can organize the list threadwise or date wise. Having used this facility, I feel that there should be some sort of a search facility like Google desktop where if I give a particular keyword or a set of keywords, it should search the whole of archive and yield all the threads pertaining to the query. This would help the users who face some problems that have already been discussed in the forum earlier. I generally do this using Google itself, but then it also gives a huge list of sites other than OSG. Regards Harash Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote: Introduce osgForum (phpBB) and a modern wiki (mediawiki). For phpBB, I think there a extensions for mailingslists as well as extensions to use a subforum as the newspage. Richard Hi Guys, Over the next couple of weeks I'm going to doing a complete revamp of the OpenSceneGraph website and we would really like some input from the community as to what you think the site needs, suggestions of areas that you think need rethought and improved and any examples of other projects that you think have great websites that we can take ideas from :-) Look forward to hearing from you! Kind Regards, Martin ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - We won't tell. Get more on shows you hate to love (and love to hate): Yahoo! TV's Guilty Pleasures list.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] RenderToTexture Bug?
Hi Robert, I was trying the luminance component drawing and came across a strange problem. 1. An osgViewer::View object is added to osgViewer::CompositeViewer. 2. The GraphicsContext is created using createGraphicsContext for given traits. 3. Used View::GetCamera()-setGraphicsContext Under the following three conditions, the RTT camera created, actually draws to the screen and to the texture attached: 1. Texture Internal Format set to GL_LUMINANCE 2. Texture Rendering Camera Viewport set. I modified the osgDistortion Example to incorporate the above requirements and was able to reproduce the problem -- Monochrome Scene rendered in specified viewport and Colored scene rendered at (0,0) with the size equal to the specified texture size. The moment I make the Texture Internal format GL_RGBA, everything becomes normal. The same happens if I remove the association of GraphicsContext with View (removing the createGraphicsContext statement itself). I don't know if this really is a bug or something wrong in my understanding. I am really very sorry for troubling you in your busy schedule every now and then. I really appreciate your sound support. Please bear with me. Thanks Regards Harash - Park yourself in front of a world of choices in alternative vehicles. Visit the Yahoo! Auto Green Center.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] RenderToTexture Bug?
Hi Robert, Tomorrow morning I will send it to you. Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, Could you please send a modified example that reproduces this problem. Robert. On 7/4/07, Harash Sharma wrote: Hi Robert, I was trying the luminance component drawing and came across a strange problem. 1. An osgViewer::View object is added to osgViewer::CompositeViewer. 2. The GraphicsContext is created using createGraphicsContext for given traits. 3. Used View::GetCamera()-setGraphicsContext Under the following three conditions, the RTT camera created, actually draws to the screen and to the texture attached: 1. Texture Internal Format set to GL_LUMINANCE 2. Texture Rendering Camera Viewport set. I modified the osgDistortion Example to incorporate the above requirements and was able to reproduce the problem -- Monochrome Scene rendered in specified viewport and Colored scene rendered at (0,0) with the size equal to the specified texture size. The moment I make the Texture Internal format GL_RGBA, everything becomes normal. The same happens if I remove the association of GraphicsContext with View (removing the createGraphicsContext statement itself). I don't know if this really is a bug or something wrong in my understanding. I am really very sorry for troubling you in your busy schedule every now and then. I really appreciate your sound support. Please bear with me. Thanks Regards Harash Park yourself in front of a world of choices in alternative vehicles. Visit the Yahoo! Auto Green Center. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Finding fabulous fares is fun. Let Yahoo! FareChase search your favorite travel sites to find flight and hotel bargains.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] RenderToTexture Bug?
Hi Robert, Tomorrow morning I will send it to you. Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, Could you please send a modified example that reproduces this problem. Robert. On 7/4/07, Harash Sharma wrote: Hi Robert, I was trying the luminance component drawing and came across a strange problem. 1. An osgViewer::View object is added to osgViewer::CompositeViewer. 2. The GraphicsContext is created using createGraphicsContext for given traits. 3. Used View::GetCamera()-setGraphicsContext Under the following three conditions, the RTT camera created, actually draws to the screen and to the texture attached: 1. Texture Internal Format set to GL_LUMINANCE 2. Texture Rendering Camera Viewport set. I modified the osgDistortion Example to incorporate the above requirements and was able to reproduce the problem -- Monochrome Scene rendered in specified viewport and Colored scene rendered at (0,0) with the size equal to the specified texture size. The moment I make the Texture Internal format GL_RGBA, everything becomes normal. The same happens if I remove the association of GraphicsContext with View (removing the createGraphicsContext statement itself). I don't know if this really is a bug or something wrong in my understanding. I am really very sorry for troubling you in your busy schedule every now and then. I really appreciate your sound support. Please bear with me. Thanks Regards Harash Park yourself in front of a world of choices in alternative vehicles. Visit the Yahoo! Auto Green Center. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] RenderToTexture Bug?
Hi Robert, As per your directions, I am sending the modified osgDistortion example to you. The file osgDistortionMod.cpp contains the modifications made and some of the parts of the program that were not required (I focussed only on the createDistortionSubgraph function) are commented out. To improve the program readability, osgDistortionMod_Trim.cpp has all these portions deleted. Sir, I was wondering if the drop in framerate when attaching an image instead of the texture itself may possibly be interlinked in some way to the above problem. Hence those modifications are also made but commented in the above program. I am using Visual C++ 8.0 to build the program -- Windows XP x64 OS, Intel Xeon Dual Core Processor, 8GB ECC FB RAM and nVidia Quadro FX4500 graphics card. I am very grateful to you for sparing your precious time on my problem. Thank you very much. Regards, Harash Sharma. [EMAIL PROTECTED] wrote: Hi Robert, Tomorrow morning I will send it to you. Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, Could you please send a modified example that reproduces this problem. Robert. On 7/4/07, Harash Sharma wrote: Hi Robert, I was trying the luminance component drawing and came across a strange problem. 1. An osgViewer::View object is added to osgViewer::CompositeViewer. 2. The GraphicsContext is created using createGraphicsContext for given traits. 3. Used View::GetCamera()-setGraphicsContext Under the following three conditions, the RTT camera created, actually draws to the screen and to the texture attached: 1. Texture Internal Format set to GL_LUMINANCE 2. Texture Rendering Camera Viewport set. I modified the osgDistortion Example to incorporate the above requirements and was able to reproduce the problem -- Monochrome Scene rendered in specified viewport and Colored scene rendered at (0,0) with the size equal to the specified texture size. The moment I make the Texture Internal format GL_RGBA, everything becomes normal. The same happens if I remove the association of GraphicsContext with View (removing the createGraphicsContext statement itself). I don't know if this really is a bug or something wrong in my understanding. I am really very sorry for troubling you in your busy schedule every now and then. I really appreciate your sound support. Please bear with me. Thanks Regards Harash Park yourself in front of a world of choices in alternative vehicles. Visit the Yahoo! Auto Green Center. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Pinpoint customers who are looking for what you sell. /* OpenSceneGraph example, osgdistortion. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include osg/GLExtensions #include osg/Node #include osg/Geometry #include osg/Notify #include osg/MatrixTransform #include osg/Texture2D #include osg/Stencil #include osg/ColorMask #include osg/Depth #include osg/Billboard #include osg/Material #include osg/Projection #include osg/TextureCubeMap #include osg/io_utils #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include osgUtil/SmoothingVisitor
Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi Mr. Robert. Thanks for the guidance on this issue. I have gone through the osgDistortion example and was able to render the monochrome image. But my requirement to process the captured image remained as it is. What I tried was: 1. Two Cameras were created -- one that renders the scene to a texture, and a second one that renders the texture on to the screen. But in this case, the accessibility to the image was not available. Next I attached an image object to the rendering camera. This image was set as the texture image and used by the second camera to render the processed image on to the screen. Camera-setPostDrawCallback was used to grab the image at every frame. When I did this, to my amazement, the framerate dropped from around 70 fps to 1 fps. I don't know if what I am doing is proper. If so, then is this drop in framerate expected. I am using 1024x1024 image size and to test I have applied no processing at all. Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 views -- one that renders the usual colored scene while the other one that displays the processed monochrome scene. I am able to create the two views, but would like to take your guidance as to how to dynamically make one of them active while disabling the other one. Thanks in advance. Regards Harash - Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi Mr. Robert, I understand your plausibility of time, but at least can you indicate if the reduction in frame rate to 1fps when rendering to an image expected. Thanks Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, I'm afraid I can't walk you through this, I have time to point you in the direction but no more than this. Robert. On 7/3/07, Harash Sharma wrote: Hi Mr. Robert. Thanks for the guidance on this issue. I have gone through the osgDistortion example and was able to render the monochrome image. But my requirement to process the captured image remained as it is. What I tried was: 1. Two Cameras were created -- one that renders the scene to a texture, and a second one that renders the texture on to the screen. But in this case, the accessibility to the image was not available. Next I attached an image object to the rendering camera. This image was set as the texture image and used by the second camera to render the processed image on to the screen. Camera-setPostDrawCallback was used to grab the image at every frame. When I did this, to my amazement, the framerate dropped from around 70 fps to 1 fps. I don't know if what I am doing is proper. If so, then is this drop in framerate expected. I am using 1024x1024 image size and to test I have applied no processing at all. Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 views -- one that renders the usual colored scene while the other one that displays the processed monochrome scene. I am able to create the two views, but would like to take your guidance as to how to dynamically make one of them active while disabling the other one. Thanks in advance. Regards Harash Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Altitude information at any point (X,Y) on the terrain
Hi Mr. Robert, Thanks a lot. Your help on drawing Luminance image was immense and the pointer to appropriate examples has helped me a lot. Through your help I was ultimately able to render monochromatic scene. Once again thanks a lot. Next I was trying to make a vehicle move on the terrain. The terrain as well as vehicle exist in the OpenFlight format. I am able to load and render both. My problem is that I want to access the altitude information of the terrain at any point (X,Y), so that I can precisely place the vehicle at that point, along with associated normal. One method that comes to my mind is to use the line segment intersector for the line (X, Y, MaxAltitude) - (X, Y, 0) and get the appropriate plane information. Is there any other direct method or if you can suggest an appropriate example. Regards Harash - Building a website is a piece of cake. Yahoo! Small Business gives you all the tools to get online.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Luminance Component Drawing / Camera Defocussing effect
Hi All, I have a very simple query. I have a 3D Scene that I want to render as monochrome image. In openGL I used to achieve this as follows: 1. Render the scene in RGB color 2. Use GL_LUMINANCE pixel format with glReadPixels to read the monochrome image, 3. Put back this Buffer using glDrawPixels. Do I have to follow the same route in OSG or is there any mechanism using which I can directly render the Luminance component. Another doubt. Is there any construct to model the defocussing / blurring effect of a camera or do we have to apply the same Image Processing techniques (applying a Gaussian filter on the captured image) to model these. I am sorry if the queries are too simplistic, but OSG is so vast that it is difficult to know everything in a short duration, since I am still a novice and at the same time I don't want to redo something. Regards Harash - Be a better Globetrotter. Get better travel answers from someone who knows. Yahoo! Answers - Check it out.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Trouble with text font loading
Hi all, I was trying out the osgText based text rendering and noticed the following error in console window : { Could not find plugin to read objects from file Fonts/Arial.ttf } The text gets rendered but has a different font. I further tried the osgText Example. It too gives the same error. Also the text rendered has a low resolution. The 3 texts rendered with different resolutions appear to be alike. Can you please suugest some solutions. I am using VS 8.0 on WinXP x64 OS. Thanks in advance. Regards Harash - Finding fabulous fares is fun. Let Yahoo! FareChase search your favorite travel sites to find flight and hotel bargains.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Trouble with text font loading
Hi Robert, Thanks for the reply. I will apply your suggestions first thing in the morning. Meanwhile, I checked up the cause. I had earlier downloaded 3rdParty_Win32binaries_2005_05_10.zip tarball file containing the prepackaged binaries as I wanted to keep the dependencies separate from the OSG. Going through the files I found that the Zip file contains 3 directories: lib, include and bin. Even though the lib and include directories contain the freetype files, the bin folder does not have the FreeType DLL file. I think it may just have slipped out. Once again Thanks a lot Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, You need to have compiled the freetype plugin to be able to read true type text, the blocky font is a fallback for when the freetype plugin isn't available. Mike Weiblen's 3rd party dependency package has freetype in it. Just place the dependency package alongside the OpenSceneGraph source package and re-run CMakeSetup. Robert. On 6/21/07, Harash Sharma wrote: Hi all, I was trying out the osgText based text rendering and noticed the following error in console window : { Could not find plugin to read objects from file Fonts/Arial.ttf } The text gets rendered but has a different font. I further tried the osgText Example. It too gives the same error. Also the text rendered has a low resolution. The 3 texts rendered with different resolutions appear to be alike. Can you please suugest some solutions. I am using VS 8.0 on WinXP x64 OS. Thanks in advance. Regards Harash Finding fabulous fares is fun. Let Yahoo! FareChase search your favorite travel sites to find flight and hotel bargains. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Don't pick lemons. See all the new 2007 cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
Hi all A Hearty Congratulations to Robert and all the others who have contributed towards OSG 2.0. regards Harash. Robert Osfield [EMAIL PROTECTED] wrote: Hi All, I am delighted to announce the OpenSceneGraph-2.0! Binaries for OSX have already been uploaded. Binaries for other platforms are pending. Press release: http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News Downloads: http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads SVN tag http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.0 OpenSceneGraph-Data has also been updated for the release: http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDataset Contributors: http://www.openscenegraph.com/osgwiki/pmwiki.php/Contributors/TwoPointZero Many many thanks to all those who have contributed to the project over the years, this release is the culmination of all these hard work. Have fun!! ;-) Robert Osfield. OpenSceneGraph Project Lead. 15th June 2007. --- OpenSceneGraph 2.0 release improves ease-of-use and scalability, introducing new osgViewer, osgShadow and osgManipulator libraries, new build system, improved multi-core, multi-GPU support. PERTHSHIRE, Scotland - 15th June 2007 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 2.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 2.0, written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets a real-time visualization tool which rivals established commercial scene graph toolkits in functionality and performance. OpenSceneGraph 2.0 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems. Open-source development delivers industry-leading features and performance The OpenSceneGraph 2.0 release is the culmination of 8 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs. The theme for the 2.0 release has been making the OpenSceneGraph easier to use, yet more flexible and powerful. Features include: * New unified build system using CMake, which simplifies the build process, automatically detecting installed dependencies and providing build configuration as well as support for a wide range of development tools. * New libraries: o osgViewer - provides native windowing support and viewer functionality that scales from a single view embedded in a window to multi-thread, multi-gpu, multi-screen viewers and can handle multiple scene graphs at one time. The new viewer architecture also provides support for novel display systems that require distortion correction, such as hemispheres and full domes as well as power-walls and CAVEs. It replaces the osgProducer/Producer combo as viewer toolkit. o osgManipulator - provides a set of interactive manipulators for scaling, rotating and moving objects in the scene. o osgShadow - provides an extensible framework for adding dynamic shadows to your scene. * New low-level extensible intersection framework that includes support for line, plane and polytope intersections. * New high-level intersection classes that support paged databases, LineOfSight, HeightAboveTerrain and ElevationSlice. * View-dependent overlay - provides ability to overlay text, country boundaries etc. directly on to terrain, even paged databases. * Plugins o Improvements to the OpenFlight, COLLADA, AC3D, DDS plugins and many more o New TXF texture font reader. o New VRML2 reader (using the OpenVRML library). * Easier 3rd party windowing integration o With examples showing integration with GLUT, SDL, Qt, WxWidgets and MFC * External dependencies removed simplifying build and distribution o OpenThreads is moved into the core of OpenSceneGraph and is no longer an external dependency o Thanks to the integration of windowing support in osgViewer, Producer is no longer a dependency. Downloads and Licensing OpenSceneGraph is open-source so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the Downloads section of the openscenegraph.org website. OpenSceneGraph is released under the OpenSceneGraph
Re: [osg-users] Building a list of all textures
Hi Robert, Following your advice, today I was able to write the code to do the above job. Thanks a lot. Regards Harash Robert Osfield [EMAIL PROTECTED] wrote: You'll need to write yourself a NodeVisitor. In src/osgUtil/Optimizer.cpp you'll find several examples of NodeVisitor that go through processing StateSet's in the scene including ones that target just Textures. On 6/12/07, Harash Sharma wrote: Hi Robert, I have a peculiar problem. Given a model file in .osg format or .flt format, I want to generate a list of all textures being used in the model. I wonder if we can traverse the scene graph and search for the texture image being used by each object in the file. Is it possible to accomplish the task in this fashion? Is there any simpler/direct way of doing this? What happens if the current model file references some external models? Can we get the texture resources of those files too? Thanks for the support and guidance. Regards Harash Don't be flakey. Get Yahoo! Mail for Mobile and always stay connected to friends. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Choose the right car based on your needs. Check out Yahoo! Autos new Car Finder tool.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Building a list of all textures
Hi Robert, I have a peculiar problem. Given a model file in .osg format or .flt format, I want to generate a list of all textures being used in the model. I wonder if we can traverse the scene graph and search for the texture image being used by each object in the file. Is it possible to accomplish the task in this fashion? Is there any simpler/direct way of doing this? What happens if the current model file references some external models? Can we get the texture resources of those files too? Thanks for the support and guidance. Regards Harash - Don't be flakey. Get Yahoo! Mail for Mobile and always stay connected to friends.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] FrameBuffer read support in osgViewer::CompositeViewer
Hi Robert, The application I am developing, I need to take a screen shot every cycle. Earlier using osgUtil::SceneView, I used to create an Image object and grab the frame buffer. osg::ref_ptrosg::Image Img = new osg::Image; Img-readPixels(); Now after I have modified the project to osgViewer::CompositeViewer, I am not able to read the frame buffer. Is it some mistake on my part in some linking etc. related issues or is the support withdrawn. In either case can you please guide me to the simplest method that can be adopted to grab the image from the framebuffer memory, Thanks in advance( I know you will help me taking a clue from the past ;-)). Regards Harash - TV dinner still cooling? Check out Tonight's Picks on Yahoo! TV.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Dynamic Window addition / Deletion (MFC -- Win32)
Hi Robert, Thanks a lot for your help and support. Overwhelmingly, I was able to achieve dynamic windo insertion / deletion using the suggested Idea. What I have done is that I have added a new class NewCompositeViewer derived from CompositeViewer. I have overridden the addView member function in which I first stop the running threads, add a new view, re-initialize and re-realize the viewer and re-start the threads. The Sample is working fine. If you suggestI can post this sample program. It is not a very jazzy one but only an MFC MDI Application where windows can be opened and closed dynamically and all the windows share the same document. Once again, thanks a lot. I will be troubling you every now and then whenever I am in trouble ;-). Regards Harash. Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, Once the view is running its threads it isn't appropriate to dynamically add a new View, so what you need to do is call viewer.stopThreading(), add the view then call startThreading(). There is one proviso though, I haven't actually tried this with CompositeViewer yet, is still a pretty new class. If it doesn't work we'll need to modify the osgmultiplecameras example to do dynamic addition/removal of Views, then I can pick up the case at my end and tweak things so they work, be it modifications to the example or perhaps to the CompositeViewer implementation itself. Robert. On 5/10/07, Harash Sharma wrote: Hi Robert, Moving on the lines you had suggested, I have now been able to get a working MFC MDI Application with osgViewer::CompositeViewer. But there is an observation on this issue. The application I am developing requires a window to be dynamically opened / closed. The CompositeViewer class is expecting all the Views to be added before a call to frame() is made. If I make a call to osgViewer::CompositeViewer::frame(), then add a view using osgViewer::CompositeViewer::addView(), and again call frame(), the program hangs. Debugging, I found that this happens in osgViewer::renderingTraversal() if ( _startRenderingBarrier.valid()) _startRenderingBarrier-block(); The debugger gives the message: This process seems to be deadlocked. I don't know if it is a bug or if the class is not supposed to be used in this manner. Please Help. Thanks in Advance. Regards Harash. Robert Osfield wrote: Hi Harash, On 5/8/07, Harash Sharma wrote: As you had suggested, I tried creating the osgViewer::CompositeViewer object and to it attached the osgViewer::View. Further, as shown in osgMultipleCameras example, the traits structure was filled accordingly. The problem I am now facing is how to attach the MFC Window to the GraphicsContext / osgViewer. OSGMFC achieved this by passing the window handle using GetSafeHwnd() to Producer::RenderSurface. But I could not locate a mechanism of passing any such information to the osgViewer::View or CompositeViewer or Viewer. One Win32WindowingSystemInterface class I could locate, but there too I could not find a way out. I don't have the code to hand, but if your browse through the osg-users email archives for the last week you'll see how to use the osg::GraphicsContext::Traits::inheritedWindowData set to osgViewer::GraphicsWindowWin32::WindowData(hwnd) to tell the viewer to realize a window adopting the passed in window. The approach is roughly the same as done in Producer::RenderSurface previous, only the architecture is a bit different in osgViewer. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org
RE: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Mike, Thanks a lot. I tried a minor trick in PIXELFORMATDESCRIPTOR by setting the PFD_DOUBLEBUFFER Flag. This has set the things rolling. Now I have an MFC MDI application running with osgViewer::CompositeViewer. Thanks a lot. Regards Harash. Harash Sharma [EMAIL PROTECTED] wrote: Hi Mike, Thanks. Your suggestion did work. But now there is another problem. The window is getting drawn, The window is getting cleared with the specified color, the scene is getting loaded. But the window appears blank. I have called the osgViewer::CompositeViewer::frame() function in the CView::OnDraw / OnPaint functions. Just for fun when I changed this to osgViewer::CompositeViewer::run(), I found a flickerring image of the loaded scene. I have the feeling that somewhere swapBuffers need to be called. Am I right? If yes, then can you guide me which function to call for this. Thanks Regards Harash Hartman, Michael W. (MSFC-NNM06AA05Z)[PEOPLETEC] [EMAIL PROTECTED] wrote: v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} st1\:*{behavior:url(#default#ieooui) }Harash, This is from an earlier response that I had written that concerned the same problem you are having. Please give it a try and see if it allows you to create the graphics context. Thanks, Mike Hartman What I have found working with osgViewer and Windows, is that if you are assigning OSG to use an existing window/control is that you must set the pixelformat for that window/control before OSG can render to it. Im not familiar with QWidget but it sounds like the same problem. Below is how I am setting the pixel format for the window that I want OSG to render to. m_hWnd is the handle to the window/control/QWidget. // // We must set the pixelformat before we can create the OSG Rendering Surface // PIXELFORMATDESCRIPTOR pixelFormat = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL, PFD_TYPE_RGBA, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; HDC hdc = ::GetDC(m_hWnd); if (hdc==0) { ::DestroyWindow(m_hWnd); return 0; } int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat); if (pixelFormatIndex==0) { ::ReleaseDC(m_hWnd, hdc); ::DestroyWindow(m_hWnd); return 0; } if (!::SetPixelFormat(hdc, pixelFormatIndex, pixelFormat)) { ::ReleaseDC(m_hWnd, hdc); ::DestroyWindow(m_hWnd); return 0; } Michael W Hartman Senior Software Engineer Supporting: VP33 Exploration Systems Development Office Science Missions Systems Office Phone: (256) 544-5250 Email: [EMAIL PROTECTED] People-Tec, Inc. 1900 Golf Rd., Suite A-B Huntsville, AL 35802 - From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Harash Sharma Sent: Wednesday, May 09, 2007 6:22 AM To: osg users Subject: Re: [osg-users] Multiple Camera Support on Windows (MFC) Hi all, Thanks to Robert for his help and support. Following his suggestions I found the blunder I was making was that somehow I had messed up the library versions. The versions I was using did not have the inheritedWindowData member in the osg::GraphicsContext::Traits structure. Anyway, I was able to set things right on this front by reinstalling OSG1.2 and updating it to 1.9.3 with the CMake utility. The problem that I am now facing seems beyond me. The osg::GraphicsContext is not getting created. I am using the following set of statements for the purpose: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = Rect.Width(); traits-height = Rect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosgViewer::GraphicsWindowWin32::WindowData wdata = new osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwd() ); traits-inheritedWindowData = wdata.get(); osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if ( gc-valid() ) { gc-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f)); gc-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_view-getCamera()-setGraphicsContext(gc.get()); m_view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width, traits-height)); } The program compiles properly, but tracing through the program I found the GraphicsContext
RE: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Robert, Moving on the lines you had suggested, I have now been able to get a working MFC MDI Application with osgViewer::CompositeViewer. But there is an observation on this issue. The application I am developing requires a window to be dynamically opened / closed. The CompositeViewer class is expecting all the Views to be added before frame() is called. If I make a call to osgViewer::CompositeViewer::frame(), then add a view osgViewer::CompositeViewer::addView(), and again call frame(), the program hangs. Debugging, I found that this happens in osgViewer::renderingTraversal() if ( _startRenderingBarrier.valid()) _startRenderingBarrier-block(); The debugger gives the message: This process seems to be deadlocked. I don't know if it is a bug or if the class is not supposed to be used in this manner. Please Help. Thanks in Advance. Regards Harash. Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, On 5/8/07, Harash Sharma [EMAIL PROTECTED] wrote: As you had suggested, I tried creating the osgViewer::CompositeViewer object and to it attached the osgViewer::View. Further, as shown in osgMultipleCameras example, the traits structure was filled accordingly. The problem I am now facing is how to attach the MFC Window to the GraphicsContext / osgViewer. OSGMFC achieved this by passing the window handle using GetSafeHwnd() to Producer::RenderSurface. But I could not locate a mechanism of passing any such information to the osgViewer::View or CompositeViewer or Viewer. One Win32WindowingSystemInterface class I could locate, but there too I could not find a way out. I don't have the code to hand, but if your browse through the osg-users email archives for the last week you'll see how to use the osg::GraphicsContext::Traits::inheritedWindowData set to osgViewer::GraphicsWindowWin32::WindowData(hwnd) to tell the viewer to realize a window adopting the passed in window. The approach is roughly the same as done in Producer::RenderSurface previous, only the architecture is a bit different in osgViewer. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Dynamic Window addition / Deletion (MFC -- Win32)
Hi Robert, Moving on the lines you had suggested, I have now been able to get a working MFC MDI Application with osgViewer::CompositeViewer. But there is an observation on this issue. The application I am developing requires a window to be dynamically opened / closed. The CompositeViewer class is expecting all the Views to be added before a call to frame() is made. If I make a call to osgViewer::CompositeViewer::frame(), then add a view using osgViewer::CompositeViewer::addView(), and again call frame(), the program hangs. Debugging, I found that this happens in osgViewer::renderingTraversal() if ( _startRenderingBarrier.valid()) _startRenderingBarrier-block(); The debugger gives the message: This process seems to be deadlocked. I don't know if it is a bug or if the class is not supposed to be used in this manner. Please Help. Thanks in Advance. Regards Harash. Robert Osfield [EMAIL PROTECTED] wrote: Hi Harash, On 5/8/07, Harash Sharma [EMAIL PROTECTED] wrote: As you had suggested, I tried creating the osgViewer::CompositeViewer object and to it attached the osgViewer::View. Further, as shown in osgMultipleCameras example, the traits structure was filled accordingly. The problem I am now facing is how to attach the MFC Window to the GraphicsContext / osgViewer. OSGMFC achieved this by passing the window handle using GetSafeHwnd() to Producer::RenderSurface. But I could not locate a mechanism of passing any such information to the osgViewer::View or CompositeViewer or Viewer. One Win32WindowingSystemInterface class I could locate, but there too I could not find a way out. I don't have the code to hand, but if your browse through the osg-users email archives for the last week you'll see how to use the osg::GraphicsContext::Traits::inheritedWindowData set to osgViewer::GraphicsWindowWin32::WindowData(hwnd) to tell the viewer to realize a window adopting the passed in window. The approach is roughly the same as done in Producer::RenderSurface previous, only the architecture is a bit different in osgViewer. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Mike, Thanks. Your suggestion did work. But now there is another problem. The window is getting drawn, The window is getting cleared with the specified color, the scene is getting loaded. But the window appears blank. I have called the osgViewer::CompositeViewer::frame() function in the CView::OnDraw / OnPaint functions. Just for fun when I changed this to osgViewer::CompositeViewer::run(), I found a flickerring image of the loaded scene. I have the feeling that somewhere swapBuffers need to be called. Am I right? If yes, then can you guide me which function to call for this. Thanks Regards Harash Hartman, Michael W. (MSFC-NNM06AA05Z)[PEOPLETEC] [EMAIL PROTECTED] wrote: v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} st1\:*{behavior:url(#default#ieooui) }Harash, This is from an earlier response that I had written that concerned the same problem you are having. Please give it a try and see if it allows you to create the graphics context. Thanks, Mike Hartman What I have found working with osgViewer and Windows, is that if you are assigning OSG to use an existing window/control is that you must set the pixelformat for that window/control before OSG can render to it. Im not familiar with QWidget but it sounds like the same problem. Below is how I am setting the pixel format for the window that I want OSG to render to. m_hWnd is the handle to the window/control/QWidget. // // We must set the pixelformat before we can create the OSG Rendering Surface // PIXELFORMATDESCRIPTOR pixelFormat = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL, PFD_TYPE_RGBA, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; HDC hdc = ::GetDC(m_hWnd); if (hdc==0) { ::DestroyWindow(m_hWnd); return 0; } int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat); if (pixelFormatIndex==0) { ::ReleaseDC(m_hWnd, hdc); ::DestroyWindow(m_hWnd); return 0; } if (!::SetPixelFormat(hdc, pixelFormatIndex, pixelFormat)) { ::ReleaseDC(m_hWnd, hdc); ::DestroyWindow(m_hWnd); return 0; } Michael W Hartman Senior Software Engineer Supporting: VP33 Exploration Systems Development Office Science Missions Systems Office Phone: (256) 544-5250 Email: [EMAIL PROTECTED] People-Tec, Inc. 1900 Golf Rd., Suite A-B Huntsville, AL 35802 - From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Harash Sharma Sent: Wednesday, May 09, 2007 6:22 AM To: osg users Subject: Re: [osg-users] Multiple Camera Support on Windows (MFC) Hi all, Thanks to Robert for his help and support. Following his suggestions I found the blunder I was making was that somehow I had messed up the library versions. The versions I was using did not have the inheritedWindowData member in the osg::GraphicsContext::Traits structure. Anyway, I was able to set things right on this front by reinstalling OSG1.2 and updating it to 1.9.3 with the CMake utility. The problem that I am now facing seems beyond me. The osg::GraphicsContext is not getting created. I am using the following set of statements for the purpose: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = Rect.Width(); traits-height = Rect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosgViewer::GraphicsWindowWin32::WindowData wdata = new osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwd() ); traits-inheritedWindowData = wdata.get(); osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if ( gc-valid() ) { gc-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f)); gc-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_view-getCamera()-setGraphicsContext(gc.get()); m_view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width, traits-height)); } The program compiles properly, but tracing through the program I found the GraphicsContext is not getting created. I have confirmed the validity of the window Handle m_hWnd. It is not null. I tried another thing, If I comment the statement that links the GraphicsContext Traits to the MFC Window : traits-inheritedWindowData = wdata.get(); The GraphicsContext gets created. Can
Re: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Robert, As you had suggested, I tried creating the osgViewer::CompositeViewer object and to it attached the osgViewer::View. Further, as shown in osgMultipleCameras example, the traits structure was filled accordingly. The problem I am now facing is how to attach the MFC Window to the GraphicsContext / osgViewer. OSGMFC achieved this by passing the window handle using GetSafeHwnd() to Producer::RenderSurface. But I could not locate a mechanism of passing any such information to the osgViewer::View or CompositeViewer or Viewer. One Win32WindowingSystemInterface class I could locate, but there too I could not find a way out. Regards Harash. Robert Osfield [EMAIL PROTECTED] wrote: HI Harash, The lastest dev versions (SVN and 1.9.x series) of the OSG have support for multiple views onto one or more scenes, this is supported by the osgViewer::CompositeViewer class. To use this you'll create a osgViewer::View for each view you have and this to the CompostiteViewer object (you'll maintain one per app). For each View you'll probably just have one master Camera, and to this you need to attach what it'll be rendering to - a GraphicsContext/GraphicsWindow. To attach a GraphicsWindow you'll need to create it, and in your case most likely attaching it to a pre-existing MFC window, this is possible by the inheritedWindowData filed in osg::GraphicsContext::Triats structure used to describe the window you want to create. This is a lot to take in, so take it bit by bit, first up familiarise yourself with the osgcamera and osgmultiplecamera examples, the later uses CompositeViewer. I wouldn't recommend looking too long at OSGMFC as this is very old now, long before the new osgViewer library included with the OSG. Robert. On 5/4/07, Harash Sharma [EMAIL PROTECTED] wrote:Hi Robert, I have started using OSG the previous month. It is fantastic. But I have a lot of queries which I intend to clear through you. I am using VS-2005. My application uses the standard Document - View Architecture provided by MFC. The application is of Multiple Document Interface type. The software is supposed to load a scene graph database and use multiple views to render this scene with each view attached to a different camera position. I downloaded the recommended OSGMFC sample application for the purpose of learning the mechanism to do so. Now my doubts: 1. The osgDB reads the file in the view class, which means that each time I open a new window, the database is reloaded. Is it true that due to maintainence of multiple copies of the scene, the memory consumption increases? 2. Next I tried to move the reference pointer to the scene node to the document class and read the scene database once and for all in the Document class. The program works fine as long as only one view window is opened. The moment we open another window, the whole texture disappears. Why does this happen? What is the best way to achieve what I am doing with high efficiency and minimum memory utilisation. Regards Harash - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Pixel - object mapping
Hi Robert, I have another problem. Hence I am starting a new thread. In my project I need to map each pixel of the rendered scene back to the 3-D world Co-ordinate system. Further If possible, can I identify the pixel with the object it represents and can I further go down the tree to identify the polygon it represents. Say for example, can I say if a pixel (x,y) has really come from an object -- a House and it represents the window or door or wall of the house Say if it represents the wall and is being rendered as a polygon, what is the direction of the surface normal. Eagerly waiting for your answer Regards Harash - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Robert, Thanks for the reply. Its a lot of work to be done. I will slowly try the things you suggested and get back to you. Thanks once again Harash Robert Osfield [EMAIL PROTECTED] wrote: HI Harash, The lastest dev versions (SVN and 1.9.x series) of the OSG have support for multiple views onto one or more scenes, this is supported by the osgViewer::CompositeViewer class. To use this you'll create a osgViewer::View for each view you have and this to the CompostiteViewer object (you'll maintain one per app). For each View you'll probably just have one master Camera, and to this you need to attach what it'll be rendering to - a GraphicsContext/GraphicsWindow. To attach a GraphicsWindow you'll need to create it, and in your case most likely attaching it to a pre-existing MFC window, this is possible by the inheritedWindowData filed in osg::GraphicsContext::Triats structure used to describe the window you want to create. This is a lot to take in, so take it bit by bit, first up familiarise yourself with the osgcamera and osgmultiplecamera examples, the later uses CompositeViewer. I wouldn't recommend looking too long at OSGMFC as this is very old now, long before the new osgViewer library included with the OSG. Robert. On 5/4/07, Harash Sharma [EMAIL PROTECTED] wrote:Hi Robert, I have started using OSG the previous month. It is fantastic. But I have a lot of queries which I intend to clear through you. I am using VS-2005. My application uses the standard Document - View Architecture provided by MFC. The application is of Multiple Document Interface type. The software is supposed to load a scene graph database and use multiple views to render this scene with each view attached to a different camera position. I downloaded the recommended OSGMFC sample application for the purpose of learning the mechanism to do so. Now my doubts: 1. The osgDB reads the file in the view class, which means that each time I open a new window, the database is reloaded. Is it true that due to maintainence of multiple copies of the scene, the memory consumption increases? 2. Next I tried to move the reference pointer to the scene node to the document class and read the scene database once and for all in the Document class. The program works fine as long as only one view window is opened. The moment we open another window, the whole texture disappears. Why does this happen? What is the best way to achieve what I am doing with high efficiency and minimum memory utilisation. Regards Harash - Ahhh...imagining that irresistible new car smell? Check out new cars at Yahoo! Autos. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Multiple Camera Support on Windows (MFC)
Hi Robert, I have started using OSG the previous month. It is fantastic. But I have a lot of queries which I intend to clear through you. I am using VS-2005. My application uses the standard Document - View Architecture provided by MFC. The application is of Multiple Document Interface type. The software is supposed to load a scene graph database and use multiple views to render this scene with each view attached to a different camera position. I downloaded the recommended OSGMFC sample application for the purpose of learning the mechanism to do so. Now my doubts: 1. The osgDB reads the file in the view class, which means that each time I open a new window, the database is reloaded. Is it true that due to maintainence of multiple copies of the scene, the memory consumption increases? 2. Next I tried to move the reference pointer to the scene node to the document class and read the scene database once and for all in the Document class. The program works fine as long as only one view window is opened. The moment we open another window, the whole texture disappears. Why does this happen? What is the best way to achieve what I am doing with high efficiency and minimum memory utilisation. Regards Harash - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Multiple Camera Support on Windows (MFC)
Hi Edgar, Thanks for your quick reply. I will just try these things out and come back to you. Harash Edgar Ellis [EMAIL PROTECTED] wrote: I'm not familiar with OSGMFC, but I do use osg in MFC apps. 1. The osgDB reads the file in the view class, which means that each time I open a new window, the database is reloaded. Is it true that due to maintainence of multiple copies of the scene, the memory consumption increases? Multiple loads of the same file may be cached, depending on the ReaderWriter::Options. You can change the default options with Registry::getOptions(). 2. Next I tried to move the reference pointer to the scene node to the document class and read the scene database once and for all in the Document class. The program works fine as long as only one view window is opened. The moment we open another window, the whole texture disappears. Why does this happen? What is the best way to achieve what I am doing with high efficiency and minimum memory utilisation. Sounds like osg is trying to use the same openGL objects in multiple openGL contexts. Sharing the contexts should solve this problem, I'm not sure how things are setup in OSGMFC but wglShareLists is the windows call for sharing them. Alternatively if you have multiple osg::SceneViews you can assign each a unique context id: myOsgSceneView-getState()-setContextID( osg::GraphicsContext::createNewContextID() ); This will cause osg to compile OpenGL objects separately for each context. (This is all based on osg 1.2, things may have changed a bit since then) Hope this helps, - Edgar ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 64-bit windows
Dear Zach, I am successfully running 32 bit OSG Applications on Windows XP x64 edition. The performance is very satisfactory. Since I have very recently ported the code to the new x64 workstation, I am yet to try building 64 bit applications. Will look into it and come back to you. Regards, Harash. Zach Deedler [EMAIL PROTECTED] wrote: Hello osg-bit-hoggers Has anyone tried OSG on 64-bit windows xp with any luck? I am running on 64-bit linux, but I'd also like to try 64-bit windows. If so, can you also run 32-bit programs? Thanks. Zach ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Ahhh...imagining that irresistible new car smell? Check outnew cars at Yahoo! Autos.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Compiling Samples through Visual Studio 2005
Dear Robert, I was compiling the Downloaded OSG Source using Visual Studio 2005. All the projects (except 3) compiled successfully. But when I am trying to run some of the examples given, they are giving a runtime error due to non availability of MSVCR80D.dll. The downloaded 3rdParty dependency files do not include this file either. Only MSVCR71.dll and MSVCP80.dll are available. Can you please suggest on the necessary action. Thanks Harash - Never miss an email again! Yahoo! Toolbar alerts you the instant new Mail arrives. Check it out.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/